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Messages - FinaleTI

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826
News / Re: First globalCALCnet (gCn) Successes
« on: January 03, 2011, 07:27:41 pm »
I've been tossing around a few program ideas for multiplayer or MMO games that would be fun with CALCnet and gCn; I'll let you guys know if I do.  I'm still trying to iron out bugs and glitches, and I'll try to remember to update this thread, but of course there will be more frequent updates in the original topic. :) Oh, and Merth and TIfreak8x mentioned their desire to get Arduinos to test this out.
Something else that I kinda want to try after I learn ASM would be to make a sort of GTS (Global Trading Station).
It's basically the ability to trade Pokemon online, which would be pretty cool for any Pokemon game for the 83+/84+ family.

827
TI-BASIC / Re: Unique Pure BASIC Scrolling Tilemapper
« on: January 03, 2011, 07:22:18 pm »
Yep. The Illusiat games are what made me wanna make this, although the mapping style is closer to that of Illusiat 11.
I did use a map from Illusiat 12 to test with. That's the map I used in the screenie.

828
TI-BASIC / Re: Unique Pure BASIC Scrolling Tilemapper
« on: January 03, 2011, 06:54:26 pm »
I mean it determines your map from the pixels in a picture.
So if a pixel is on, it draws a wall tile, but if the pixel is off, it draws a floor tile.
The tiles are stored in Str2, in the order of floor tile, wall tile.
So you if you want 'L' to be your floor and 'F' to be your wall your Str2 would be "LF".

829
Gaming Discussion / Re: Fight with USB drives!
« on: January 03, 2011, 05:15:04 pm »
It's pretty awesome. I just won a match and gained 4.82 TB. O.o

830
TI-BASIC / Unique Pure BASIC Scrolling Tilemapper
« on: January 03, 2011, 05:08:51 pm »
This tilemapper that I made is unique in that it uses pictures for the source.
Generally Pure BASIC scrolling tilemappers use strings, which while a little faster, they can be much larger.
So I tried to make one of these kind of mappers before, but I didn't handle it quite right, and it was incredibly slow. This one is much faster than the old one that I've since lost.
I've only run this on an SE, so I don't know how fast it is in 6 mHz.
Attached is the engine and the map I used in the screenie.

831
TI Z80 / Re: YEONG RPG(HALTED UNTIL AFTER EOC)
« on: January 02, 2011, 07:50:25 pm »
Done. This should be what you're looking for.
You can still adjust the map and sprites like I said in my first post.

832
TI Z80 / Re: YEONG RPG(HALTED UNTIL AFTER EOC)
« on: January 02, 2011, 07:17:16 pm »
I think I can manage something to that effect. Without the glitch, of course.

833
TI Z80 / Re: YEONG RPG(HALTED UNTIL AFTER EOC)
« on: January 02, 2011, 07:13:42 pm »
Yes. Did you want something else?

834
TI Z80 / Re: YEONG RPG(HALTED UNTIL AFTER EOC)
« on: January 02, 2011, 07:08:28 pm »
Kay, this should work.
Code: [Select]
real(7,0
real(0
0→A:Ans→B
dim([A]→L6
{0,0,L6(2)-12,L6(1)-8→L6
Repeat real(8)=15
real(2,0,A,B,0,0,0,12,0,8,0,0,8,0
real(1,40,32,1,8,0,0,8,0,0,1
Repeat real(8
End
A+(real(8)=3 and [A](B+5,A+7)<26)-(real(8)=2 and [A](B+5,A+5)<26→A
If A≥L6(4
L6(4→A
If A≤L6(1
L6(1→A
B+(real(8)=1 and [A](B+6,A+6)<26)-(real(8)=4 and [A](B+4,A+6)<26→B
If B≥L6(4
L6(4→B
If B≤L6(2
L6(2→B
End

835
Axe / Re: Axe drawing questions
« on: January 02, 2011, 05:01:57 pm »
As for the tunnel thing, you could look at Blur's source code. It was my contest entry.
Linky.

836
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 02, 2011, 04:44:59 pm »
Well I'm reloading the beta onto my calc to see if that was a fluke or not.

Edit: Yep, same thing happens.

837
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 02, 2011, 04:30:47 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.

Also, when I chose 'Stab' in the tower it presented me with the take this spell (yes or no) dialogue a second time.

838
Nostalgia / Re: Nostalgia - An Axe RPG
« on: January 02, 2011, 08:52:39 am »
I got the idea from the Golden Sun games.

839
Nostalgia / Re: Nostalgia - An Axe RPG
« on: January 01, 2011, 09:38:35 pm »
I'd still finish the xLib game anyway, cause it would have some important stuff referenced in Nostalgia.

Anyway, I'm working on the map engine some more, adding puzzle elements and the like.
I'm currently working on jumping. Eventually, you'll be able to jump over 1 tile of water if there's a walkable tile on the other side.
After that, I'm gonna be working on pushing blocks, including being able to push a block into water to create a walkable tile.

840
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 01, 2011, 08:41:48 pm »
Just put this on my calc and I am loving it!
I did notice that if you try to unequip something when you don't have anything equipped there, the game freezes.

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